I had the same conundrum when deciding how to adjudicate Kamael's movement taking him out of range of earthen grasp. Earthen grasp has a range of 30'. When Kamael moved to M6, that put him well outside of the spell's 30' range. PHB 202, "Range," provides, "The target of a spell must be within the spell's range." When Kamael relocated to M6, Kuo-toa 7 was no longer in range of either the target or the earthen hand. The spell description for earthen hand provides, "As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either." Holistically, when taken together, I read the PHB entry on Range and the spell description to mean that the caster has to expend an Action to move the earthen hand. If he doesn't do so, and then moves out of range while leaving the hand hanging behind (so to speak), the spell ends.PHB p203 says "once a spell is cast, it's effects aren't limited by its range, unless the spell description says otherwise"
Were we at a tabletop, you'd know the attack roll result at a minimum. I don't, however, bifurcate attack and damage rolls in my PbP games (too inefficient). By specifying a protocol for when shield activates, we avoid holding up the IC or having to retcon.Yavathol said:Regarding shield, its up to you how we adapt the rule for PBP - I believe technically I would decide before knowing the roll, so I'm happy to say it has been cast & wasted. Obviously if you're willing to let me decide after seeing the roll then great, that saves me a spell slot.
5 hp is good, no problem. I think you should consider a rider that shield activates only when it can actually do some good; i.e., when the attacker hits an AC of 20 or lower, or when the attack is from magic missiles. That way, you don't waste a spell slot on shield when the attacker hits AC 21 or higher.Can we leave shield at 5 hp for now, thanks - Kamael still doesn't have that many hit points!
5 hp is good, no problem. I think you should consider a rider that shield activates only when it can actually do some good; i.e., when the attacker hits an AC of 20 or lower, or when the attack is from magic missiles. That way, you don't waste a spell slot on shield when the attacker hits AC 21 or higher.
That's expressly contrary to the spell description, which provides that "As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range." My read is that you've got to be within 30' of the hand to be able to direct it to squeeze or to move it (which requires an Action in either case). I don't think the hand would continue to squeeze a target if the caster moved out of range. The question I have, however, is what happens to the hand once the caster moves beyond the spell's range...does the hand vanish, does it move of its own accord, or does it do something else? We don't seem to have any guidance from the spell description.Er, you create the hand within range, after which it's effects aren't limited by range, ie forget about range.